/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Perform an editor build with behavior dependent upon the specified id
true if the build completed successfully; false if it did not (or was manually canceled)
static bool EditorBuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) Id, const bool bAllowLightingDialog )